INSA
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  • Scenario Engine
    • What is a scenario Engine?
    • Main Definitions
      • Scenario
      • Transition
      • Sensor
      • Effector
      • Context
    • All Definitions
      • Comment
      • Complex Sequence
      • Context
      • Decision Tree
      • Effector
      • Event
      • Event Context
      • External Context
      • External Scenario
      • Function
      • Node
      • Net
      • Petri-Net
      • Place
      • Safe Petri-Net
      • Scenario
      • Scenario Context
      • Sensor
      • Sequence
      • State
      • State Machine
      • Token
      • Token Assign
      • Token Merge
      • Token Split
      • Transition
    • How to deal with asynchronous events?
  • Relation Engine
    • What is a relation Engine?
  • Scenario with Relation

Effector

An effector is used in events/transitions to describe an action that will be perfomed when the transition is fired.

The actual code of the effector must be in the override of the EffectorUpdate() method.

Note

In Unity, it's better to use the SafeEffectorUpdate() method to ensure the code is executed in Unity's thread

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